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Everything posted by Bekiekutmoar
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Hm, I didn't knew there were issues with DRE. I screamed with 6 km/s through the atmosphere (down to 20 km above the surface) and thought that was the cause ... !
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Here my last mission in a nutshell: 1: carefully fly 5 Kerbals to Laythe and create a colony there: 2: make a detour with 3 Kerbals to Pol: 3: roast the 5 Kerbals while returning to Kerbin ... !
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More sightseeing on Laythe; it seems the arctic region is mostly clouded, at least with the EVE plugin installed. By the way, this plane is incredibly economical and rather fast; it can reach the polar region from the equator on Laythe in 10 - 15 minutes, while only burning 10 units of liquid fuel (got also FAR installed).
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Enjoying a swim at a Laythian beach. Temperatures around 4 degrees Celsius, but they didn't complain ... Jool rising above the horizon. The Laythian north pole seen from 600 km away or so ...
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Regular plane with retrofit nuclear engine on Minmus. I added the nuclear engine in orbit. Vessel approaching Jool. Goal in this mission is to create a temporary outpost on Laythe. Overview of the outpost area. Hab module, crates and debris are scattered all over the place.
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Directed a modest interplanetary vessel from Kerbin to the Jool system with Laythe as the main target. Gotta say proper aerobraking in the Jool system is a very long and risky proces with DRE and FAR installed. Eventually half of my ship got cooked, way too much fuel has been burned, but at least I've landed a plane on the northern hemisphere of Laythe. There are still some kerbonauts in orbit around Jool ... See if I can get 'em to Laythe as well.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Bekiekutmoar replied to KospY's topic in KSP1 Mod Releases
Ah, crap. Looks like I need another delivery from Kerbin. Thanks for the answer ... ! -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Bekiekutmoar replied to KospY's topic in KSP1 Mod Releases
Gotta say this mod really adds a lot of gameplay to the game. Got a question though; I've got two vessels parked just several meters from each other on Minmus. I'm using two Radial Connector Ports and my goal is to transfer fuel / RCS from one vessel to the other. However, I can't get it to work and see messages like "there is nothing to plug". What steps should I take ... ? -
One of my regular planes with an aftermarket nuclear engine. Its capabilities in space is greatly improved ... !
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A cold dusk on the Arctic icecap of Kerbin: A modest sized cargo-plane returning from space:
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It is more or less the Dutch equivalent of 'screw it'.
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Well, the strange thing is FAR didn't had any effect on the plane shown above, so it flew as if FAR wasn't installed. This issue was however limited to non-stock parts; a plane made entirely out of stock parts, responded to FAR very well. When I replaced ModuleManager 2.2.0 with 2.2.1, the problem was gone and every part is now subject to FAR. Don't know exactly what changed though ...
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Output_log: http://speedy.sh/TemSG/output-log.txt And a screen:
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I checked but the components are indeed installed correctly. Deleted the whole game and installed it again including mods, but the 'soupy-atmosphere problem' isn't solved. ModuleManager 2.2.0 is the most recent, right ... ? EDIT: Nope, turns out 2.2.1 is the most recent. My test-plane now flies like crap, so that means the problem was indeed an old ModuleManager ... !
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Ah, got rid of the message. However, there's still something off and I'm almost certain the flaw is on my end; while FAR does have effect on stock parts in KSP, the parts from Spaceplane Plus behave like flying in the stock, soupy atmosphere of Kerbin. Contents of the download are stored in the GameData folder. Any advice on this matter ... ?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Bekiekutmoar replied to ferram4's topic in KSP1 Mod Releases
Well, I went through my mods and found out something's off with (perhaps the way I installed) Spaceplane Plus. While FAR does have effect on stock parts, parts from Spaceplane Plus seem unaffected and behave like flying in the stock, soupy atmosphere of Kerbin. See if I can trace the problem completely in the SP+ thread ... ! EDIT: turns out I had the now useless ModuleManager 2.2.0 installed instead of the newest one ... !- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Bekiekutmoar replied to ferram4's topic in KSP1 Mod Releases
Hmmm, got some weird issues again although its very much possible its between my ears. This plane flies ... too well ... ! It's a passenger plane but its very agile and just refuses to break up in mid-air, no matter how extreme I turn it. Second, the diagram that 'simulates' the fly-ability of a plane shows a very high Cd (19 ... !!). And while flying the plane, the 'FAR-button' doesn't work. I suppose an output log would even provide better information ... ?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Bekiekutmoar replied to ferram4's topic in KSP1 Mod Releases
Well, looks like FAR has 'awaken' again in my game; ingame GUI is working again and plane-parts all over the place when turning too sharp ... !- 14,073 replies
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Hmmm, the message itself doesn't bother me but I wonder if it would affect other mods (FAR). Animations however do work ingame ... !
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Bekiekutmoar replied to ferram4's topic in KSP1 Mod Releases
Is it true that FAR doesn't like other mods beiing partially incompatible with KSP (in my case the Firespitter part of Spaceplane Plus) ... ? That might explain why my planes don't break up in mid-air anymore when turning 90 degrees at high velocity, the 'simulation' in the SPH says Cd will be 15 at any velocity, and the FAR-button doesn't work while in mid-flight ... !- 14,073 replies
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Excellent mod and it allows to create neat passenger planes ... ! However, when starting KSP, the game says Firespitter is incompatible with KSP 0.24.2 (I'm playing the 32-bit version). Is it something I can delete without too much consequences (apart from alignment of landing gear for example) of is this small problem otherwise resolvable ... ?
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Ah, the dawn of multiple solar systems in KSP ... ! I knew some genius would come up with a functional mod eventually.
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It's probably the Russian rebels in the eastern Ukraine, backed by the Russian government, and equipment supplied by the Russian army. It's impossible to take down an airliner from 10 km with a 'simple' anti-air missile.
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Sandbox only. Spiced up with a neat selection of visual and game-improving mods, because 64-bit ... !